Creature — Human Shaman Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Ulvenwald Mystics.
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|Commander / EDH||Legal|
Ulvenwald Mystics occurrence in decks from the last year
Latest Decks as Commander
Ulvenwald Mystics Discussion
6 months ago
A15Life there are a lot of werewolf creatures with transform. In fact, the transform mechanic was created around werewolves. There's a shit-ton of werewolves with the transform mechanic:
And all of this is without mentioning all of the non-werewolf HUMAN creatures with the transform mechanic, and the card I created makes all humans werewolves too. So yeah, there's a bit of use for Autumn Moon's ability to make a werewolf transform.
3 years ago
Thanks! I agree with all of your suggestions and have adapted the deck accordingly. I cut a few low-mana werewolves like Reckless Waif and Hinterland Hermit, mostly because they were cards that lost a lot of their value past turn 3. As for Ulvenwald Mystics Flip, I'm keeping it in for now mostly because it is a 1-mana regenerate in an Aggro deck, which has a lot of value even if he isn't always transformed. Also, a friend of mine suggested I move Kessig Cagebreakers and Wolfir Silverheart off of my sideboard and into my deck. What do you think? Thank you!
3 years ago
Hey there. I am also working on an Ulrich list. Nothing solid yet but I found a foil on ebay for 2 bucks and its too shiny not to command something.
Ruric Thar, the Unbowed is the best "Spell-Whack" (never heard that term but I like it) that you can run in these colors.
The Dragonlair Spider produces 1/1 tokens that won't get any bonuses from your tribe and in the grand scheme of things aren't that intimidating. Most of the time it won't keep anyone from casting anything.
Damage to the face however? Well, now thats something that gives people pause. And sure you MAY take damage from it too but you know its coming and can play around it better. Chances are someone tries to take him out before your next turn, no surprise he eats removal quickly. Running him along with Gratuitous Violence is even more of a deterrent.
The best way I can tell you to start cutting cards is to cut cards that don't do anything when they hit the board first. Ulvenwald Mystics Flip for example is decent on the backside but when he isn't transformed he's not worthy of a spot in the 100 in any deck.
There aren't enough Werewolves/Wolves that really are good enough on their own so you will have to make some tougher decisions eventually. Just try not to run bad cards for the sake of the tribe. It can still be a Werewolf/Wolf deck if you have a handful of random other creatures (which you do already).
4 years ago
Vicks I had been wondering the same thing about Huntmaster of the Fells Flip, even with Moonmist my deck really doesn't want to be flipping werewolves back and forth. Ulvenwald Mystics was a card I'd never heard of but I'm definitely going to be trying that one out in this build. Also replacing the Scorned Villager Flip with the Gatstaf Shepherd Flip does seem better in a more aggressive shell like I have.
4 years ago
Good catch on the Crumble to Dust, pauginxz. It's less color intensive than my suggestion of Sowing Salt. I agree with swapping out Scorned Village, too. The ramp isn't too necessary for a deck like that. As suggested, Gatstaf Shepherd Flip is a fantastic replacement at the same CMC that turns into a evasive beater. If you want to go one higher on the CMC, Daybreak Ranger Flip can be fun, but given its penchant for removal, it's probably more of a sideboard card. Ulvenwald Mystics can turn into a decent beater that can be ridiculously hard to remove if you can leave any green mana up.
I want to like Huntmaster of the Fells Flip. It's a great card, but the problem with him is that he's a bit of a non-bo with Immerwolf. Every single werewolf wants to transform and stay transformed. Huntmaster wants to constantly flip back and forth to get value out of the transformation triggers. By all means, try him out, he just doesn't look as good on paper.
4 years ago
Werewolves - like Ulvenwald Mystics
Flip - transform (or not transfrom) if:
- 1(/2) spells have been cast last turn
- by the same player
What options are in modern to not cast spells, but otherwise cheat them in to play, like with AEther Vial?
What options exist to deny spell casting from player?
Is there a way to replace cast effect with something like "players can't cast spells, any player may put in play permanents with mana cost equal to or less than -insert variable here-"?
4 years ago
Ok, it's your first deck and I respect that, and please do not take it as me being a douchebag, I really just want to help you out!
You said in your description that you wanted life gain, but your deck is heavily centered around heavy hitters and not much about lifelink. I would say that you're better off with aggro rather than lifegain, but I'll give you some suggestions:
Drop the 2 Opulent Palace, get 3 more Blossoming Sands, and you're running way too many lands, I suggest you drop 9, so your deck has 60 cards exactly, more than that will just throw you off your game.
Nothing that has constellation will do much for you, because you simply don't run enough Enchantments, so I'd cut Eidolon of Blossoms, Humbler of Mortals and Harvestguard Alseids, they'll just be dead cards most of the time.
Also, there are cards that just don't do enough, or cards that can be replaced with much better and cheap (as in, less than 50 cents at your local game store) cards that will make your deck be more efficient, those cards are: Dragon Bell Monk, Highland Game, Kitesail Scout, Oreskos Sun Guide, Oreskos Swiftclaw, Satyr Grovedancer, Soulmender and Trained Caracal.
This will leave you with 14 cards that you can fill with:
4x Sunblade Elf
3 more Sedge Scorpion
there are some instants that are just underwhelming, they seem good but they won't do much and they can be switched for much better cards that fit your playstyle. I would drop Hold at Bay, Pressure Point, Savage Surge and Strip Bare.
this will open up 5 spots, my suggestion is:
1 more Shape the Sands
Lose Incremental Growth, it's just too expensive to be useful in a deck that's not centered around counters, Phytoburst is weaker than Titanic Growth and similar cards, so I wouldn't keep it. As for Commune with the Gods and Alive / Well, they feel useless in this strategy.
This will open up 4 spots, here are the suggestions:
2 more Lay of the Land
3 more Explosive Vegetation
My suggestion is, drop all of those enchantments and get 4 Pacifisms.
I'm sorry this became a huge text, and I'm terribly sorry if I came off to strong, I only mean to help! Much love!